Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:06,120 --> 00:00:10,650
Now that we have a starting position set for when we run the game let's go ahead and take a look at
2
00:00:10,650 --> 00:00:14,040
how to move our player along the x and y axis.
3
00:00:14,070 --> 00:00:19,800
If I select my player and focus in on it I'm going to position our anchors here so that I'm on an x
4
00:00:19,800 --> 00:00:27,330
y plane and what I want to do here is I want to be able to using the WC keys move along the x and y
5
00:00:27,330 --> 00:00:29,670
plane as well as the vertical plane.
6
00:00:29,670 --> 00:00:34,400
And if we actually select our player and look at that you'll see here that as I use the move tool and
7
00:00:34,400 --> 00:00:38,870
drag it to the right we're increasing our position on the X in the inspector.
8
00:00:38,970 --> 00:00:41,820
And as I move it to the left we go negative.
9
00:00:41,820 --> 00:00:47,100
Likewise if I go up and down you'll see here that the y value of our position in the inspector is changing
10
00:00:47,100 --> 00:00:49,080
relative to where I'm dragging.
11
00:00:49,110 --> 00:00:54,600
So what we want to do is how do we go ahead and manipulate movement through code.
12
00:00:54,600 --> 00:00:59,400
Obviously we're going to be dealing with our transform and something that's going to affect the positioning.
13
00:00:59,400 --> 00:01:04,720
So very similar to how we can access properties and variables of transform.
14
00:01:04,770 --> 00:01:10,410
We can also perform function calls that will translate or manipulate objects.
15
00:01:10,410 --> 00:01:16,380
Now the process here that I'm doing is called translating and Unity has a default set of methods that
16
00:01:16,380 --> 00:01:21,110
are provided to us to translate objects in order to learn more about this.
17
00:01:21,110 --> 00:01:25,170
We're going to learn how to use and read the scripting API.
18
00:01:25,170 --> 00:01:31,020
The reference manuals and scripting API of unity or how you're going to solve your own problems what's
19
00:01:31,020 --> 00:01:37,410
important to learn is how to research information and how to read documentation.
20
00:01:37,410 --> 00:01:42,330
So what I want you guys to do is go ahead and select your player and look at your transform component.
21
00:01:42,420 --> 00:01:44,370
There's three icons here to the right.
22
00:01:44,370 --> 00:01:49,350
This first icon that has a circle with a question mark in it is the reference manual for the transform
23
00:01:49,350 --> 00:01:50,140
component.
24
00:01:50,220 --> 00:01:56,890
If you click that it's going to open the scripting API you'll see here that I clicked it and now we
25
00:01:56,890 --> 00:02:01,720
are on the transform reference manual which basically would tell you information about the transform
26
00:02:01,720 --> 00:02:02,680
component.
27
00:02:02,680 --> 00:02:06,550
There is information about everything inside of unity.
28
00:02:06,550 --> 00:02:11,820
It's all documented inside of the unity documentation that shifts with the editor.
29
00:02:11,830 --> 00:02:16,960
Now here you'll see the transform component determines the position rotation and scale of each object
30
00:02:16,960 --> 00:02:17,640
in the scene.
31
00:02:17,860 --> 00:02:22,390
Every game object has a transform and that's important to remember every game object has a transform
32
00:02:22,390 --> 00:02:24,690
and every transform is a game object.
33
00:02:24,850 --> 00:02:26,580
You can use those terms interchangeably.
34
00:02:26,590 --> 00:02:30,340
You can also access everything about a game object through the transform.
35
00:02:30,370 --> 00:02:36,130
For example if I wanted this mesh render or this cube filter or the box collider I can get information
36
00:02:36,130 --> 00:02:43,280
about it from the transform and then getting a component which will cover later in working with it.
37
00:02:43,330 --> 00:02:47,510
So let's take a look back at the documentation and what we're going to want to do here is look at the
38
00:02:47,510 --> 00:02:53,890
scripting API which will have code examples for what we can do to the transform so let's type and transform
39
00:02:54,280 --> 00:02:58,000
and you'll see here that we have the position rotation scheme of an object.
40
00:02:58,000 --> 00:03:02,400
Let's select that class and it's gonna give you information about the object.
41
00:03:02,410 --> 00:03:08,170
Now what happens when people are introduced to scripting API is they get so caught up with the code
42
00:03:08,170 --> 00:03:14,650
examples well we're using the scripting API for is for a description of what this function does or method
43
00:03:14,650 --> 00:03:18,200
does and then also the syntax.
44
00:03:18,220 --> 00:03:19,210
That's all we care about.
45
00:03:19,210 --> 00:03:24,100
I don't care what the example is and I don't want to get lost in what their example is.
46
00:03:24,220 --> 00:03:29,550
I just care that I have the syntax correct and I know what this function does.
47
00:03:29,590 --> 00:03:30,560
So let's take a look here.
48
00:03:30,580 --> 00:03:34,750
You'll see that these are some properties which are also like variables and you'll see here that they
49
00:03:34,750 --> 00:03:39,700
have things such as the position of the transform that you can get which we already know as well as
50
00:03:39,700 --> 00:03:41,580
the rotation and then a few others.
51
00:03:41,590 --> 00:03:44,730
And if we scroll down here you'll see that we have public methods and functions.
52
00:03:44,890 --> 00:03:49,780
And that's another thing that's used interchangeably functions versus methods in C sharp that the exact
53
00:03:49,870 --> 00:03:50,890
same.
54
00:03:50,920 --> 00:03:55,690
So if we look here we have some public methods in one of those methods is at the bottom here called
55
00:03:55,690 --> 00:04:01,830
translate and it says moves the transform in the direction in distance of translation.
56
00:04:01,830 --> 00:04:06,760
And if we select that you'll see here that we type out transform that translate.
57
00:04:07,150 --> 00:04:12,120
And if we read the description here it says moves the transform in the direction and distance a translation.
58
00:04:12,250 --> 00:04:16,150
And then if we look at the code example you'll see here they're just using the class that inherits model
59
00:04:16,180 --> 00:04:16,880
behavior.
60
00:04:16,930 --> 00:04:22,780
That's what lets us actually drag and drop the script onto an object they have update and then hear
61
00:04:22,780 --> 00:04:25,980
they're typing in lowercase transform dot translate.
62
00:04:25,990 --> 00:04:31,000
So they're getting a reference to the object the script is on dot translate and then they open a parentheses
63
00:04:31,120 --> 00:04:33,180
and they type in some information.
64
00:04:33,280 --> 00:04:35,250
And this is where typically people get lost.
65
00:04:35,320 --> 00:04:37,180
I don't care what they're doing past this.
66
00:04:37,180 --> 00:04:43,460
I just need to know that hey I have to type transform and then dot translate and you'll see here that
67
00:04:43,460 --> 00:04:48,080
this is also what I should see it should tell me that I can pass in a vector 3 translation so let's
68
00:04:48,080 --> 00:04:53,030
hop back into unity and actually work with this inside the update.
69
00:04:53,060 --> 00:04:55,070
I want to access the object I want to move.
70
00:04:55,130 --> 00:04:55,930
That's our player.
71
00:04:55,940 --> 00:04:58,030
We're on that object already.
72
00:04:58,100 --> 00:05:01,060
So I can access my transform from here.
73
00:05:01,130 --> 00:05:08,240
I can say dot translates and I'm going to open a parentheses just like the documentation said from here.
74
00:05:08,240 --> 00:05:09,530
Let's read out towards it.
75
00:05:09,590 --> 00:05:14,810
It's going to move the transform in the direction and distance of translation and I can pass in a vector
76
00:05:14,810 --> 00:05:16,730
3 translation.
77
00:05:16,940 --> 00:05:19,810
Now for this example I'm going to type in here.
78
00:05:19,910 --> 00:05:22,940
Vector three dot right.
79
00:05:23,140 --> 00:05:25,070
And I'm going to end it with a semicolon.
80
00:05:25,070 --> 00:05:27,080
Every line of code ends with a semicolon.
81
00:05:28,430 --> 00:05:30,090
Let's go ahead and save this.
82
00:05:30,120 --> 00:05:31,520
Hop back into unity.
83
00:05:31,520 --> 00:05:38,770
Unity will compile and then we can go ahead and run the editor and you'll see here that our player is
84
00:05:38,770 --> 00:05:44,290
just going to zoom to the right and you'll notice here in the inspector that the position is constantly
85
00:05:44,290 --> 00:05:49,000
updating very quickly now before we take a look at this.
86
00:05:49,000 --> 00:05:54,240
Let's talk about why I didn't use a new vector three because 100 percent of the time.
87
00:05:54,370 --> 00:06:00,370
What happens if I see a vector three on supposed to use a new vector three.
88
00:06:00,370 --> 00:06:05,520
Well that vector 3.0 right is a predefined template that's provided from unity.
89
00:06:05,590 --> 00:06:09,850
That is the exact equivalent of saying I want to go one unit to the right.
90
00:06:09,940 --> 00:06:13,290
I want to stay where I am on the z axis as well as the y axis.
91
00:06:13,300 --> 00:06:19,750
So we put 0 4 y 0 4 Z and then I close it off and keep in mind that every open parentheses means a closing
92
00:06:19,750 --> 00:06:26,140
parentheses I save this and this is the exact same thing as typing in vector 3.
93
00:06:26,400 --> 00:06:27,260
Right.
94
00:06:27,270 --> 00:06:31,680
If I wanted to go to the left I could simply just make it a negative value.
95
00:06:31,680 --> 00:06:33,380
So here we go off to the right.
96
00:06:33,480 --> 00:06:34,850
And we're constantly moving.
97
00:06:34,980 --> 00:06:40,470
If I wanted to go left I could just changes to negative one or I could say vector three dot left.
98
00:06:40,590 --> 00:06:47,460
It's going to assume that it is a default setting of one that you're looking for in the next video we'll
99
00:06:47,460 --> 00:06:52,170
take a look at why we move so quickly to the right and what we can do to slow it down.
10696
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.